Subsystems calculate after projection calcs

Moved the 4 remote rep subsystem effect bonuses to calculate early in
the engine.  This correctly calculates these bonuses for effects,
previously these effect bonuses wouldn't be calculated until after
projection calcs ran.
This commit is contained in:
Ebag333
2016-10-16 12:47:50 -07:00
parent 7331c158b6
commit 3e4b748952
4 changed files with 4 additions and 0 deletions

View File

@@ -3,6 +3,7 @@
# Used by:
# Subsystem: Legion Defensive - Adaptive Augmenter
type = "passive"
runTime = "early"
def handler(fit, module, context):
fit.modules.filteredItemBoost(lambda mod: mod.item.requiresSkill("Remote Armor Repair Systems"),
"armorDamageAmount", module.getModifiedItemAttr("subsystemBonusAmarrDefensive2"), skill="Amarr Defensive Systems")

View File

@@ -3,6 +3,7 @@
# Used by:
# Subsystem: Tengu Defensive - Adaptive Shielding
type = "passive"
runTime = "early"
def handler(fit, module, context):
fit.modules.filteredItemBoost(lambda mod: mod.item.requiresSkill("Shield Emission Systems"),
"shieldBonus", module.getModifiedItemAttr("subsystemBonusCaldariDefensive2"), skill="Caldari Defensive Systems")

View File

@@ -3,6 +3,7 @@
# Used by:
# Subsystem: Proteus Defensive - Adaptive Augmenter
type = "passive"
runTime = "early"
def handler(fit, module, context):
fit.modules.filteredItemBoost(lambda mod: mod.item.requiresSkill("Remote Armor Repair Systems"),
"armorDamageAmount", module.getModifiedItemAttr("subsystemBonusGallenteDefensive2"), skill="Gallente Defensive Systems")

View File

@@ -3,6 +3,7 @@
# Used by:
# Subsystem: Loki Defensive - Adaptive Shielding
type = "passive"
runTime = "early"
def handler(fit, module, context):
fit.modules.filteredItemBoost(lambda mod: mod.item.requiresSkill("Shield Emission Systems"),
"shieldBonus", module.getModifiedItemAttr("subsystemBonusMinmatarDefensive2"), skill="Minmatar Defensive Systems")